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Wiz posted:This is either a straight up lie or you haven't found the 'Defenses' tab yet. He also started his first 2.0 game as an exterminator, he probably lagged hard behind everyone because he keeps getting invaded and can't even build citadels yet. Aethernet posted:All the events with a timer to get to like Drill Rampage and the Pheremone one could really do with their deadline being increased significantly in line with slower movement overall. Yeah, I got the drill rampage only a few systems away from my nearest colony (all my construction ships were on the other side of the empire), and there was basically no way to get there in time.
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# ¿ Feb 23, 2018 12:18 |
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# ¿ Mar 28, 2024 11:57 |
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I'll usually take 2 minerals over a bit of science in the early game tbh. Unless you're going for some kinda of science speedrun, minerals are always going to be your bottleneck.
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# ¿ Feb 23, 2018 14:23 |
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Yeah, an extra colony is a big hit, extra system a small one. Wiz said this is because you usually can't control population growth, so you can't decide "ok I'm gonna stop now to research faster" with pops as you can with extra colonies or systems.
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# ¿ Feb 23, 2018 14:31 |
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Descar posted:Is the Precursor event broken again? I'm at year 330 and i only found 2/6, I really like this event so it's sad to see it gone again. it works, but it might take a while for it to show up if you run out of scannable things in my 2.0 game, I found the last piece of the thing in an allied neighbour's museum
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# ¿ Mar 2, 2018 17:13 |
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Oh btw, what are the requirements for the bonus civic technology now? I played up to 2400 and haven't got it for pick at all. Just bad rng? I did have the colonial thing.
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# ¿ Mar 2, 2018 17:36 |
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Milky Moor posted:So. Weird game. ah, the eternal left vs right wing struggle
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# ¿ Mar 4, 2018 17:28 |
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It would be real nice if we could like, click a "custom" ship type, and a new menu pops up like for biotrophies, and there's selections for military, civilian ships, stations, colosii, etc.
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# ¿ Mar 7, 2018 19:07 |
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If you have any friend playing stellaris, a good way to get started is to sit in mumble and fed up with them. I've had a few complete newbies start like that (including me) and it worked great. Enable tutorial and ask questions on mumble at the same time and you'll get most of what's needed to play.
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# ¿ Mar 9, 2018 12:25 |
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quote:* Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system
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# ¿ Mar 9, 2018 16:46 |
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Guildencrantz posted:There's a victory condition? beating the endgame crisis imo.
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# ¿ Mar 9, 2018 17:03 |
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Arrath posted:Something like the simulation of trade lanes from your outposts back to your colonized systems, representing how those resources get from your mines to the economy at large. Then pirates can park on those lanes and hit you with a penalty to whatever the income is? That's how it works in endless space. And is also extremely good for getting rid of pops you don't like (just resettle them to a planet beyond the pirate trap, the transport ship is gonna get blown up )
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# ¿ Mar 12, 2018 18:55 |
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ZypherIM posted:That is exactly what I meant by cycling. I'd have to do some checking, but I think that points spent on a tech that you stop researching degrade over time (points gained from science ship salvaging are exempt) and that'd sometimes just sort of waste your research time. If true then just not researching and banking research might be a decent option. they don't decay, but as you expand they'll be worth less (you're bigger, you have a higher income and a higher penalty from colonized worlds/owned systems)
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# ¿ Mar 23, 2018 01:10 |
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Habitats are hilariously powerful for power and science generation as they are, so I'm not really going to complain about them getting nerfed.
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# ¿ Mar 26, 2018 19:50 |
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DoubleNegative posted:
this happened to me once because I cancelled a bunch of ships in a shipyard when I accidentally reinforced a fleet I didn't mean to, I think. I had to make a new fleet to fix it (split a fleet off, assign admiral to the split fleet, hit merge, you now have a brand new fleet with the same ships/admiral), then set up the ships in fleet manager and it works ok again e;fb, i should check the last page before posting Truga fucked around with this message at 15:05 on Mar 29, 2018 |
# ¿ Mar 29, 2018 14:53 |
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you only need 51% votes in a federation to do something, so unless you're playing multiplayer with someone, your vote doesn't matter much past 1 ally
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# ¿ Mar 30, 2018 01:56 |
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hell, slower migration is probably good, less downtime on your full planets
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# ¿ Apr 17, 2018 15:01 |
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Black Pants posted:I'm kinda in love with genetic ascension non-zerg hivemind. Without the hungering swarm whatever civic, you're basically just playing one person with lots of arms and the dialog changes are pretty rad. And I also definitely love the genetic ascension path most of all three of them. (It is nice to capture -other- psionics though.) they also have the best announcer voices.
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# ¿ Apr 18, 2018 08:14 |
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Tomn posted:Sure - but as mentioned in my edit, a materialist ethic represents the philosophical rejection of non-material aspects of the world. To their mind, "will" is a biological/mechanical process. If psychic powers rely on the use of a will independent of the physical "host," however, that is deeply troubling to materialists. Non-materialists, even those who aren't spiritualists, can handle that fine. Materialists, less so. i love technobabble about game mechanichs
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# ¿ Apr 18, 2018 17:22 |
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Spanish Matlock posted:Did they actually move on you with them? Because afaik they don't actually.. do anything. They did in my case, but my space was huge and by the time they reached any systems worth mentioning they were stretched so thin their fleets that started at ~20k strength were now at, and this is not hyperbole, 3 fleet strength. I imagine they were at zero minerals and power both or something? e: this was in 2.0.1 or somesuch when the AI still kinda worked a bit tho. Truga fucked around with this message at 15:43 on Apr 24, 2018 |
# ¿ Apr 24, 2018 15:40 |
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iospace posted:Though in cool things, if you zoom out now on a spiral arm galaxy, you can see the actual arms now via the dust that makes up them. It worked like that before too? At least for me
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# ¿ May 23, 2018 14:59 |
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I got the worm exactly once and it was in a multiplayer game that ended prematurely due to rampant desyncs 80 years in
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# ¿ May 24, 2018 18:47 |
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Ships have fuel tanks, dodging bullets depletes fuel. Now evasion is also an additive defence, instead of multiplicative, unless your fights are very short. Boring, but effective.
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# ¿ May 24, 2018 19:21 |
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av/post combo
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# ¿ May 28, 2018 13:24 |
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Xenophiles own. Unless I'm playing hive/robots (which I mostly do), I roll some sort of xenophile egalitarians with utopian standards. Getting so much bonus from happiness and getting all the free pops owns.
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# ¿ Jun 20, 2018 08:28 |
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Nightgull posted:I built all farms on that event size 25 Gaia world with the +20% food attribute, is that a good idea or did I waste a Gaia world. If it matters I’ll never have to build another farm again and my empire is growing like crazy with something like +30 food this is a great idea actually, because when you ascend you only need to fix one planet
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# ¿ Jun 29, 2018 11:49 |
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Redeye Flight posted:CK2 doesn't even come close to being the most expensive thing on the Steam store. I know for a fact that Train Simulator with all the DLC is up over seven thousand dollars at this point. Thousand, not hundred. I bought an 1850s train for train simulator (which I got in humble bundle) and it's very funny because it has no brake handle! Welp that's my train sim dlc story thanks for listening
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# ¿ Jul 5, 2018 21:30 |
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this is some seriously good poo poo
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# ¿ Jul 12, 2018 16:44 |
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A really great addition for a market expansion, IMO. Also, a big xenophobe nerf
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# ¿ Jul 12, 2018 16:55 |
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endless legend is good and endless space 2 is amazing it's really weird how much stellaris thread hates endless and endless thread hates stellaris, to me.
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# ¿ Jul 12, 2018 22:33 |
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Aethernet posted:fake edit: EL > ES2 Sedisp posted:Kinda makes sense to only like one though, Endless game's are heavily narrative based and in Stellaris you kind of have to make your own narrative. Ms Adequate posted:I can see criticisms for ES (Haven't played 2) but EL is extremely good As for my dumb take on stellaris vs ES2, Endless games are a lot shorter than stellaris, I'll give stellaris that easily. If you want to play a single game/empire/galaxy for a couple dozen hours and have poo poo to do and read all the way through, it's just not going to hold up like stellaris easily can in a big galaxy, whereas playing a long ES2 game just means you push end turn a lot while build/research queues tick away. There's also less exploration going on, since galaxies are tens instead of hundreds of systems. A lot less poo poo to colonize, too, and also each system is a single colony, rather than how stellaris handles planets. Stellaris can in general stretch its exploration and expansion content far further and longer than ES2, easily. Stellaris is also much more multiplayer friendly. Since it's realtime, there's no waiting for turns, and if someone does get overwhelmed by text or events, a paused game for a minute every now and then still isn't nearly as bad as waiting for the guy with 10 fleets/30 colonies that need babysitting to finish his turn every 5 turns. Simulturns help a bit, but are not a universal remedy. This is also the reason I have way more hours in stellaris than ES2 On the other hand, ES2 has an empire I can play as literal space commies, and they have an amazing faction theme, and I love just playing them and assimilating the galaxy into my fully automated gay space communism where everyone is constantly at max happiness, while listening to industrial sounds and a chorus. Their main output is industry and influence, yes that influence, but there's a catch. They're the only faction that can flat out bankroll industry and science by spending influence and everything that costs industry to build awards a decent chunk of influence, so it's feedback loop which feels really good when you use and abuse it to snowball yourself to a victory on higher difficulties. In stellaris, no factions get unique mechanics like that. The biggest thing on that level we have right now I feel is robots. There's a couple civics that go in that direction with purifiers/isolationists. Those change your diplomacy and warfare options a lot, and through that also how you'll expand and cope with neighbours. However, there's really nothing apart from robots (and arguably shroud, but that arrives pretty late) that makes internal empire development and economy quirks distinct between playthroughs. You mine minerals first, keep a steady income of energy and food and it ends there. It's not bad, it just... gets samey after a while, since it's just making crystal numbers grow as fast as possible every time. I think what I'm trying to say is, I should mod that kinda poo poo into stellaris somehow. Also, apparently an endless legend expansion was announced today lol
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# ¿ Jul 13, 2018 00:34 |
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Splicer posted:ES1 was a good game that was slowly destroyed by fan pandering. Every update made it worse. Honestly, I have no idea about that sorry. I played so much ES1 in early access I burnt out and barely touched it post-release. OwlFancier posted:If you put the Star Ruler economy into Stellaris I will be pretty hype because I enjoyed that.
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# ¿ Jul 13, 2018 01:06 |
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Rincewinds posted:Pops being needy pissants would actually please me, but what I really want is randomly generated sector leaders that plot against you or rebel if you don't listen to their demands. isn't this how it worked pre-utopia, basically?
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# ¿ Jul 17, 2018 20:30 |
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Splicer posted:It might. AI and sector pop management is one of the reasons for late game slowdown. Didn't someone on pdx forums figure out that switching your empire to a tiny one even in the late game makes the game run smooth as silk? Obviously if your big empire is now being managed by AI there should be more slowdown, not less, but here we are..
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# ¿ Jul 18, 2018 15:26 |
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artisans churn out unity I guess?
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# ¿ Jul 19, 2018 13:41 |
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Oh yeah, that too. Unity and luxuries. Also, I see blockers in that picture, but also a single tile from a gaia world.
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# ¿ Jul 19, 2018 13:44 |
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Wiz posted:You won't be able to remove the categories entirely (as they also exist to organize the jobs interface-wise) but you *will* be able to eliminate all meaningful differences between them and give workers the same living standards and political power as rulers, etc. stellaris 2.1, we hardly knew ye
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# ¿ Jul 20, 2018 09:03 |
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Aethernet posted:Machines can't be communists. ORGANIC BOURGEOIS PREJUDICE! Well, it's a hive mind.
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# ¿ Jul 20, 2018 11:10 |
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Yeah, I've done non-adaptive mechanists before, it's not ~optimal~, but it's not bad at all.
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# ¿ Jul 20, 2018 14:01 |
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Vengarr posted:Yeah, I don't bother colonizing below 60% habitability. The hit to Tradition and Science gain just doesn't seem worth it for a planet that won't really pay off until gene-modding. You might as well get gene-modding first and then colonize. Personally, I rather spend energy on terraforming than science on gene modding. Terraforming also arrives much earlier than climategene-modding.
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# ¿ Jul 22, 2018 17:46 |
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# ¿ Mar 28, 2024 11:57 |
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Splicer posted:Where's the option for "Leaders earn poo poo, workers profit from their labour" Wiz? Wiz??? It's called hive mind. Queens have to spit out drones all day, drones work on whateverthefuck the hive consensus is today.
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# ¿ Jul 23, 2018 16:25 |